#version 150 in vec4 vertex; // in vec2 uv0; out vec2 texCoord[5]; // uniform mat4 worldViewProj; void main() { // gl_Position = worldViewProj * vertex; // texCoord[0] = uv0; vec2 inPos = sign(vertex.xy); gl_Position = vec4(inPos.xy, 0.0, 1.0); texCoord[0] = (vec2(inPos.x, -inPos.y) + 1.0)/2.0; const float size = 0.01; texCoord[1] = texCoord[0] + vec2(0.0, 1.0) * size; texCoord[2] = texCoord[0] + vec2(0.0, 2.0) * size; texCoord[3] = texCoord[0] + vec2(0.0, -1.0) * size; texCoord[4] = texCoord[0] + vec2(0.0, -2.0) * size; }